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even if the player seems to be standing completely still, send an update packet once in a while (1500ms)
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parent
a664aebb89
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2 changed files with 2 additions and 2 deletions
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@ -211,7 +211,7 @@ game {
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# Use the index of that sample distance from this sequence in the sequence `delays` below.
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# Use the index of that sample distance from this sequence in the sequence `delays` below.
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ranges = [150, 300, 400]
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ranges = [150, 300, 400]
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# The absolute time delay before a successful packet must be dispatched regardless of distance. (s)
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# The absolute time delay before a successful packet must be dispatched regardless of distance. (s)
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delay-max = 1000
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delay-max = 1500
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# The time delays for each distance range before a successful packet must be dispatched. [s]
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# The time delays for each distance range before a successful packet must be dispatched. [s]
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# The index for an entry in this sequence is expected to be discovered using the `ranges` sequence above.
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# The index for an entry in this sequence is expected to be discovered using the `ranges` sequence above.
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# Delays between packets may not be as precise as desired
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# Delays between packets may not be as precise as desired
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@ -104,10 +104,10 @@ class SessionAvatarHandlers(
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} //ms
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} //ms
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if (!wasVisible ||
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if (!wasVisible ||
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!previouslyInDrawableRange ||
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!previouslyInDrawableRange ||
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durationSince > drawConfig.delayMax ||
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(!lastMsg.contains(pstateToSave) &&
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(!lastMsg.contains(pstateToSave) &&
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(canSeeReallyFar ||
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(canSeeReallyFar ||
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currentDistance < drawConfig.rangeMin * drawConfig.rangeMin ||
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currentDistance < drawConfig.rangeMin * drawConfig.rangeMin ||
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durationSince > drawConfig.delayMax ||
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sessionData.canSeeReallyFar ||
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sessionData.canSeeReallyFar ||
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durationSince > targetDelay
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durationSince > targetDelay
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)
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)
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